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514 lines
15 KiB
514 lines
15 KiB
//----------------------------------------------------------------------------
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//
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// d3dutil.cpp
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//
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// Miscellanous utility functions.
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//
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// Copyright (C) Microsoft Corporation, 1997.
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//
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//----------------------------------------------------------------------------
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#include "pch.cpp"
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#pragma hdrstop
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#include <span.h>
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#include "cppdbg.hpp"
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DBG_DECLARE_FILE();
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// Declare TextureDiff as an out-of-line function.
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FLOAT FASTCALL
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TextureDiff(FLOAT fTb, FLOAT fTa, INT iMode)
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#include <texdiff.h>
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//----------------------------------------------------------------------------
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//
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// DebugBreakFn
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//
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// Stub function that should never be called. Prints a warning and
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// DebugBreaks. Can be inserted in any function table, although it
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// will destroy the stack frame with callconv or argument mismatch.
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// That's OK since if it's called something has gone wrong.
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//
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//----------------------------------------------------------------------------
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void FASTCALL
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DebugBreakFn(void)
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{
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GDPF(("!! DebugBreakFn called. Leaving this function may destroy\n"));
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GDPF((" the stack frame. !!\n"));
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DebugBreak();
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}
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//----------------------------------------------------------------------------
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//
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// OctagonNorm
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//
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// Returns a good approximation to sqrt(fX*fX + fY*fY)
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//
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//----------------------------------------------------------------------------
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FLOAT FASTCALL
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OctagonNorm(FLOAT fX, FLOAT fY)
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{
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fX = ABSF(fX);
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fY = ABSF(fY);
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return ((11.0f/32.0f)*(fX + fY) + (21.0f/32.0f)*max(fX, fY));
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}
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//----------------------------------------------------------------------------
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//
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// ComputeLOD
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//
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// Computes mipmap level for the given W by deriving U and V and
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// then computing LOD from the dU and dV gradients.
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//
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//----------------------------------------------------------------------------
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INT FASTCALL
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ComputeLOD(PCD3DI_RASTCTX pCtx,
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FLOAT fU, FLOAT fV, FLOAT fW,
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FLOAT fDUoWDX, FLOAT fDVoWDX, FLOAT fDOoWDX,
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FLOAT fDUoWDY, FLOAT fDVoWDY, FLOAT fDOoWDY)
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{
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// Compute coverage gradients.
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FLOAT fDUDX = ABSF(fW * (fDUoWDX - fU * fDOoWDX));
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FLOAT fDUDY = ABSF(fW * (fDUoWDY - fU * fDOoWDY));
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FLOAT fDVDX = ABSF(fW * (fDVoWDX - fV * fDOoWDX));
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FLOAT fDVDY = ABSF(fW * (fDVoWDY - fV * fDOoWDY));
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// Scale gradients to texture LOD 0 size.
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fDUDX *= (FLOAT)pCtx->pTexture[0]->iSizeU;
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fDUDY *= (FLOAT)pCtx->pTexture[0]->iSizeU;
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fDVDX *= (FLOAT)pCtx->pTexture[0]->iSizeV;
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fDVDY *= (FLOAT)pCtx->pTexture[0]->iSizeV;
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// Determine pixel coverage value to use.
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FLOAT fCoverage;
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// too fuzzy
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#ifdef COVERAGE_MAXGRAD
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fCoverage = max(fDUDX, fDUDY);
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fCoverage = max(fCoverage, fDVDX);
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fCoverage = max(fCoverage, fDVDY);
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#endif
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// too sharp, in particular, for aligned cases, fCoverage is always 0
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// which leads to iLOD of LOD_MIN regardless of orientation
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#ifdef COVERAGE_MINGRAD
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fCoverage = min(fDUDX, fDUDY);
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fCoverage = min(fCoverage, fDVDX);
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fCoverage = min(fCoverage, fDVDY);
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#endif
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#ifdef COVERAGE_AVERAGE
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// use OctagonNorm to approximate each length of parallelogram
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// approximating texture coverage, and arithmetically average those to
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// get the coverage.
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fCoverage = (OctagonNorm(fDUDX, fDVDX) + OctagonNorm(fDUDY, fDVDY))/2.0f;
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#endif
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#define MAX_LEN 1
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#ifdef MAX_LEN
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// use OctagonNorm to approximate each length of parallelogram
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// approximating texture coverage, and take the max of each length
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// like classic OpenGL and the current RefRast implementation
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fCoverage = max(OctagonNorm(fDUDX, fDVDX), OctagonNorm(fDUDY, fDVDY));
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#endif
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// Compute approximate log2 of coverage.
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FLOAT fLOD = APPXLG2F(fCoverage);
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// Apply LOD bias.
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fLOD += pCtx->pTexture[0]->fLODBias;
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INT iLOD = FTOI(fLOD * LOD_SCALE);
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// Clamp to available levels. Not clamped to zero so that the span
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// code can check for magnification cases with a sign check.
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iLOD = min(iLOD, pCtx->pTexture[0]->iMaxScaledLOD);
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return max(LOD_MIN, iLOD);
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}
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//----------------------------------------------------------------------------
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//
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// ComputeTableFog
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//
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// Computes table fog values based on render state and the given Z.
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// ATTENTION - Brute force for non-linear modes. Should be optimized
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// to use a table-based approximation.
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//
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//----------------------------------------------------------------------------
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UINT FASTCALL
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ComputeTableFog(PDWORD pdwRenderState,
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FLOAT fZ)
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{
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double dPow;
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switch(pdwRenderState[D3DRENDERSTATE_FOGTABLEMODE])
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{
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case D3DFOG_LINEAR:
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{
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FLOAT fFogStart = ASFLOAT(pdwRenderState[D3DRENDERSTATE_FOGSTART]);
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FLOAT fFogEnd = ASFLOAT(pdwRenderState[D3DRENDERSTATE_FOGEND]);
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if (fZ >= fFogEnd)
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{
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return 0;
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}
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if (fZ <= fFogStart)
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{
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return FTOI(FOG_ONE_SCALE-1.0F);
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}
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return FTOI(((fFogEnd - fZ) / (fFogEnd - fFogStart)) * (FOG_ONE_SCALE-1.0F));
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}
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case D3DFOG_EXP:
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dPow = (double)
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(ASFLOAT(pdwRenderState[D3DRENDERSTATE_FOGDENSITY]) * fZ);
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// note that exp(-x) returns a result in the range (0.0, 1.0]
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// for x >= 0
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dPow = exp(-dPow);
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return FTOI((FLOAT)dPow * (FOG_ONE_SCALE-1.0F));
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case D3DFOG_EXP2:
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dPow = (double)
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(ASFLOAT(pdwRenderState[D3DRENDERSTATE_FOGDENSITY]) * fZ);
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dPow = exp(-dPow * dPow);
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return FTOI((FLOAT)dPow * (FOG_ONE_SCALE-1.0F));
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}
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GASSERTMSG(FALSE, ("ComputeTableFog unreachable\n"));
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// pVecNormalize2
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//
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// Normalizes the given D3DVECTOR. Supports in-place operation.
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//
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//----------------------------------------------------------------------------
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void FASTCALL
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pVecNormalize2(LPD3DVECTOR pVec, LPD3DVECTOR pRes)
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{
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FLOAT fLen;
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fLen = pVecLenSq(pVec);
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if (FLOAT_CMP_POS(fLen, <=, g_fNearZero))
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{
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pVecSet(pRes, 0.0f, 0.0f, 0.0f);
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return;
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}
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fLen = ISQRTF(fLen);
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pVecScale(pVec, fLen, pRes);
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}
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//-----------------------------------------------------------------------------
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//
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// IntLog2
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//
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// Do a quick, integer log2 for exact powers of 2.
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//
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//-----------------------------------------------------------------------------
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UINT32 FASTCALL
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IntLog2(UINT32 x)
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{
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UINT32 y = 0;
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x >>= 1;
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while(x != 0)
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{
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x >>= 1;
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y++;
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}
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return y;
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}
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//---------------------------------------------------------------------
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// Builds normalized plane equations going through 3 points
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//
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// Returns:
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// 0 - if success
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// -1 - if can not build plane
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//
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int MakePlane(D3DVECTOR *v1, D3DVECTOR *v2, D3DVECTOR *v3, D3DVECTORH *plane)
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{
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D3DVECTOR a;
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D3DVECTOR b;
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pVecSub(v2, v1, &a);
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pVecSub(v3, v1, &b);
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plane->x = a.y*b.z - a.z*b.y;
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plane->y = a.z*b.x - a.x*b.z;
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plane->z = a.x*b.y - a.y*b.x;
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plane->w = - pVecDot(v1, plane);
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double tmp = pVecDot(plane, plane);
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if (tmp <= 0)
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return -1;
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tmp = 1.0/sqrt(tmp);
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plane->x = (D3DVALUE)(plane->x * tmp);
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plane->y = (D3DVALUE)(plane->y * tmp);
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plane->z = (D3DVALUE)(plane->z * tmp);
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plane->w = (D3DVALUE)(plane->w * tmp);
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return 0;
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}
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//---------------------------------------------------------------------
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// This function uses Cramer's Rule to calculate the matrix inverse.
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// See nt\private\windows\opengl\serever\soft\so_math.c
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//
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// Returns:
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// 0 - if success
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// -1 - if input matrix is singular
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//
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int Inverse4x4(D3DMATRIX *src, D3DMATRIX *inverse)
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{
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double x00, x01, x02;
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double x10, x11, x12;
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double x20, x21, x22;
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double rcp;
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double x30, x31, x32;
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double y01, y02, y03, y12, y13, y23;
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double z02, z03, z12, z13, z22, z23, z32, z33;
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#define x03 x01
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#define x13 x11
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#define x23 x21
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#define x33 x31
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#define z00 x02
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#define z10 x12
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#define z20 x22
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#define z30 x32
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#define z01 x03
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#define z11 x13
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#define z21 x23
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#define z31 x33
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/* read 1st two columns of matrix into registers */
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x00 = src->_11;
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x01 = src->_12;
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x10 = src->_21;
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x11 = src->_22;
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x20 = src->_31;
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x21 = src->_32;
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x30 = src->_41;
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x31 = src->_42;
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/* compute all six 2x2 determinants of 1st two columns */
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y01 = x00*x11 - x10*x01;
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y02 = x00*x21 - x20*x01;
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y03 = x00*x31 - x30*x01;
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y12 = x10*x21 - x20*x11;
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y13 = x10*x31 - x30*x11;
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y23 = x20*x31 - x30*x21;
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/* read 2nd two columns of matrix into registers */
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x02 = src->_13;
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x03 = src->_14;
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x12 = src->_23;
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x13 = src->_24;
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x22 = src->_33;
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x23 = src->_34;
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x32 = src->_43;
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x33 = src->_44;
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/* compute all 3x3 cofactors for 2nd two columns */
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z33 = x02*y12 - x12*y02 + x22*y01;
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z23 = x12*y03 - x32*y01 - x02*y13;
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z13 = x02*y23 - x22*y03 + x32*y02;
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z03 = x22*y13 - x32*y12 - x12*y23;
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z32 = x13*y02 - x23*y01 - x03*y12;
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z22 = x03*y13 - x13*y03 + x33*y01;
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z12 = x23*y03 - x33*y02 - x03*y23;
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z02 = x13*y23 - x23*y13 + x33*y12;
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/* compute all six 2x2 determinants of 2nd two columns */
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y01 = x02*x13 - x12*x03;
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y02 = x02*x23 - x22*x03;
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y03 = x02*x33 - x32*x03;
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y12 = x12*x23 - x22*x13;
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y13 = x12*x33 - x32*x13;
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y23 = x22*x33 - x32*x23;
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/* read 1st two columns of matrix into registers */
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x00 = src->_11;
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x01 = src->_12;
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x10 = src->_21;
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x11 = src->_22;
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x20 = src->_31;
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x21 = src->_32;
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x30 = src->_41;
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x31 = src->_42;
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/* compute all 3x3 cofactors for 1st column */
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z30 = x11*y02 - x21*y01 - x01*y12;
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z20 = x01*y13 - x11*y03 + x31*y01;
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z10 = x21*y03 - x31*y02 - x01*y23;
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z00 = x11*y23 - x21*y13 + x31*y12;
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/* compute 4x4 determinant & its reciprocal */
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rcp = x30*z30 + x20*z20 + x10*z10 + x00*z00;
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if (rcp == (float)0)
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return -1;
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rcp = (float)1/rcp;
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/* compute all 3x3 cofactors for 2nd column */
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z31 = x00*y12 - x10*y02 + x20*y01;
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z21 = x10*y03 - x30*y01 - x00*y13;
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z11 = x00*y23 - x20*y03 + x30*y02;
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z01 = x20*y13 - x30*y12 - x10*y23;
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/* multiply all 3x3 cofactors by reciprocal */
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inverse->_11 = (float)(z00*rcp);
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inverse->_21 = (float)(z01*rcp);
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inverse->_12 = (float)(z10*rcp);
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inverse->_31 = (float)(z02*rcp);
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inverse->_13 = (float)(z20*rcp);
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inverse->_41 = (float)(z03*rcp);
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inverse->_14 = (float)(z30*rcp);
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inverse->_22 = (float)(z11*rcp);
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inverse->_32 = (float)(z12*rcp);
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inverse->_23 = (float)(z21*rcp);
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inverse->_42 = (float)(z13*rcp);
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inverse->_24 = (float)(z31*rcp);
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inverse->_33 = (float)(z22*rcp);
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inverse->_43 = (float)(z23*rcp);
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inverse->_34 = (float)(z32*rcp);
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inverse->_44 = (float)(z33*rcp);
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return 0;
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}
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//---------------------------------------------------------------------
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#define MATRIX_PRODUCT(res, a, b) \
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res->_11 = a->_11*b->_11 + a->_12*b->_21 + a->_13*b->_31 + a->_14*b->_41; \
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res->_12 = a->_11*b->_12 + a->_12*b->_22 + a->_13*b->_32 + a->_14*b->_42; \
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res->_13 = a->_11*b->_13 + a->_12*b->_23 + a->_13*b->_33 + a->_14*b->_43; \
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res->_14 = a->_11*b->_14 + a->_12*b->_24 + a->_13*b->_34 + a->_14*b->_44; \
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\
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res->_21 = a->_21*b->_11 + a->_22*b->_21 + a->_23*b->_31 + a->_24*b->_41; \
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res->_22 = a->_21*b->_12 + a->_22*b->_22 + a->_23*b->_32 + a->_24*b->_42; \
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res->_23 = a->_21*b->_13 + a->_22*b->_23 + a->_23*b->_33 + a->_24*b->_43; \
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res->_24 = a->_21*b->_14 + a->_22*b->_24 + a->_23*b->_34 + a->_24*b->_44; \
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\
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res->_31 = a->_31*b->_11 + a->_32*b->_21 + a->_33*b->_31 + a->_34*b->_41; \
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res->_32 = a->_31*b->_12 + a->_32*b->_22 + a->_33*b->_32 + a->_34*b->_42; \
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res->_33 = a->_31*b->_13 + a->_32*b->_23 + a->_33*b->_33 + a->_34*b->_43; \
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res->_34 = a->_31*b->_14 + a->_32*b->_24 + a->_33*b->_34 + a->_34*b->_44; \
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\
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res->_41 = a->_41*b->_11 + a->_42*b->_21 + a->_43*b->_31 + a->_44*b->_41; \
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res->_42 = a->_41*b->_12 + a->_42*b->_22 + a->_43*b->_32 + a->_44*b->_42; \
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res->_43 = a->_41*b->_13 + a->_42*b->_23 + a->_43*b->_33 + a->_44*b->_43; \
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res->_44 = a->_41*b->_14 + a->_42*b->_24 + a->_43*b->_34 + a->_44*b->_44;
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//---------------------------------------------------------------------
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// result = a*b
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// result is the same as a or b
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//
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void MatrixProduct2(D3DMATRIX *result, D3DMATRIX *a, D3DMATRIX *b)
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{
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D3DMATRIX res;
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MATRIX_PRODUCT((&res), a, b);
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*result = res;
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}
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//---------------------------------------------------------------------
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// result = a*b.
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// "result" pointer could be equal to "a" or "b"
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//
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void MatrixProduct(D3DMATRIX *result, D3DMATRIX *a, D3DMATRIX *b)
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{
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if (result == a || result == b)
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{
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MatrixProduct2(result, a, b);
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return;
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}
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MATRIX_PRODUCT(result, a, b);
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}
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//---------------------------------------------------------------------
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// Checks the FVF flags for errors and returns the stride in bytes between
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// vertices.
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//
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// Returns:
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// HRESULT and stride in bytes between vertices
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//
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//---------------------------------------------------------------------
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HRESULT FASTCALL
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FVFCheckAndStride(DWORD dwFVF, DWORD* pdwStride)
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{
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if (NULL == pdwStride)
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{
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return DDERR_INVALIDPARAMS;
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}
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if ( (dwFVF & (D3DFVF_RESERVED0 | D3DFVF_RESERVED2 |
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D3DFVF_NORMAL)) ||
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((dwFVF & (D3DFVF_XYZ | D3DFVF_XYZRHW)) == 0) )
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{
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// can't set reserved bits, shouldn't have normals in
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// output to rasterizers, and must have coordinates
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return DDERR_INVALIDPARAMS;
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}
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DWORD dwStride;
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if (dwFVF != D3DFVF_TLVERTEX)
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{ // New (non TL)FVF vertex
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// XYZ
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dwStride = sizeof(D3DVALUE) * 3;
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if (dwFVF & D3DFVF_XYZRHW)
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{
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dwStride += sizeof(D3DVALUE);
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}
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if (dwFVF & D3DFVF_PSIZE)
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{
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dwStride += sizeof(D3DVALUE);
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}
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if (dwFVF & D3DFVF_DIFFUSE)
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{
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dwStride += sizeof(D3DCOLOR);
|
|
}
|
|
if (dwFVF & D3DFVF_SPECULAR)
|
|
{
|
|
dwStride += sizeof(D3DCOLOR);
|
|
}
|
|
INT iTexCount = (dwFVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
|
|
for (INT i = 0; i < iTexCount; i++)
|
|
{
|
|
switch (D3DFVF_GETTEXCOORDSIZE(dwFVF, i))
|
|
{
|
|
case D3DFVF_TEXTUREFORMAT2: dwStride += sizeof(D3DVALUE) * 2; break;
|
|
case D3DFVF_TEXTUREFORMAT1: dwStride += sizeof(D3DVALUE) * 1; break;
|
|
case D3DFVF_TEXTUREFORMAT3: dwStride += sizeof(D3DVALUE) * 3; break;
|
|
case D3DFVF_TEXTUREFORMAT4: dwStride += sizeof(D3DVALUE) * 4; break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // (Legacy) TL vertex
|
|
dwStride = sizeof(D3DTLVERTEX);
|
|
}
|
|
|
|
*pdwStride = dwStride;
|
|
return D3D_OK;
|
|
}
|
|
|
|
//---------------------------------------------------------------------
|
|
// Gets the value from DIRECT3D registry key
|
|
// Returns TRUE if success
|
|
// If fails value is not changed
|
|
//
|
|
BOOL GetD3DRegValue(DWORD type, char *valueName, LPVOID value, DWORD dwSize)
|
|
{
|
|
|
|
HKEY hKey = (HKEY) NULL;
|
|
if (ERROR_SUCCESS == RegOpenKey(HKEY_LOCAL_MACHINE, RESPATH_D3D, &hKey))
|
|
{
|
|
DWORD dwType;
|
|
LONG result;
|
|
result = RegQueryValueEx(hKey, valueName, NULL, &dwType,
|
|
(LPBYTE)value, &dwSize);
|
|
RegCloseKey(hKey);
|
|
|
|
return result == ERROR_SUCCESS && dwType == type;
|
|
}
|
|
else
|
|
return FALSE;
|
|
}
|